blob: 5bb35cf1f90eb509833ab8b8bd5b7fde3835660e [file] [log] [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/views/bubble/bubble_border.h"
#include <algorithm>
#include <map>
#include <tuple>
#include <utility>
#include "base/check.h"
#include "base/check_op.h"
#include "base/no_destructor.h"
#include "cc/paint/paint_flags.h"
#include "third_party/skia/include/core/SkBlendMode.h"
#include "third_party/skia/include/core/SkClipOp.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkPath.h"
#include "third_party/skia/include/core/SkPoint.h"
#include "third_party/skia/include/core/SkRRect.h"
#include "third_party/skia/include/core/SkRect.h"
#include "third_party/skia/include/core/SkScalar.h"
#include "ui/color/color_id.h"
#include "ui/color/color_provider.h"
#include "ui/color/color_variant.h"
#include "ui/gfx/canvas.h"
#include "ui/gfx/color_palette.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rrect_f.h"
#include "ui/gfx/geometry/skia_conversions.h"
#include "ui/gfx/geometry/vector2d.h"
#include "ui/gfx/scoped_canvas.h"
#include "ui/gfx/shadow_value.h"
#include "ui/gfx/skia_paint_util.h"
#include "ui/views/bubble/bubble_border_arrow_utils.h"
#include "ui/views/metadata/type_conversion.h"
#include "ui/views/view.h"
#include "ui/views/widget/widget.h"
#include "ui/wm/core/shadow_controller.h"
namespace views {
namespace {
// GetShadowValues and GetBorderAndShadowFlags cache their results. The shadow
// values depend on the shadow elevation, color and shadow type, so we create a
// tuple to key the cache.
using ShadowCacheKey = std::tuple<int, SkColor, BubbleBorder::Shadow>;
// The shadow type for default shadow colors.
constexpr int kDefaultShadowType = -1;
ui::Shadow::ElevationToColorsMap ShadowElevationToColorsMap(
BubbleBorder::Shadow shadow,
const ui::ColorProvider* color_provider) {
ui::Shadow::ElevationToColorsMap colors_map;
if (color_provider) {
switch (shadow) {
case BubbleBorder::Shadow::STANDARD_SHADOW:
colors_map[3] = std::make_pair(
color_provider->GetColor(
ui::kColorShadowValueKeyShadowElevationThree),
color_provider->GetColor(
ui::kColorShadowValueAmbientShadowElevationThree));
colors_map[16] = std::make_pair(
color_provider->GetColor(
ui::kColorShadowValueKeyShadowElevationSixteen),
color_provider->GetColor(
ui::kColorShadowValueAmbientShadowElevationSixteen));
break;
#if BUILDFLAG(IS_CHROMEOS)
case BubbleBorder::Shadow::CHROMEOS_SYSTEM_UI_SHADOW:
colors_map =
wm::ShadowController::GenerateShadowColorsMap(color_provider);
break;
#endif
default:
NOTREACHED() << "Invalid bubble border shadow type.";
}
}
const SkColor default_color =
color_provider ? color_provider->GetColor(ui::kColorShadowBase)
: gfx::kPlaceholderColor;
colors_map[kDefaultShadowType] = std::make_pair(default_color, default_color);
return colors_map;
}
enum class BubbleArrowPart { kFill, kBorder };
SkPath GetVisibleArrowPath(BubbleBorder::Arrow arrow,
const gfx::Rect& bounds,
BubbleArrowPart part) {
constexpr size_t kNumPoints = 4;
gfx::RectF bounds_f(bounds);
SkPoint points[kNumPoints];
switch (GetBubbleArrowSide(arrow)) {
case BubbleArrowSide::kRight:
points[0] = {bounds_f.x(), bounds_f.y()};
points[1] = {bounds_f.right(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius - 1};
points[2] = {bounds_f.right(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius};
points[3] = {bounds_f.x(), bounds_f.bottom() - 1};
break;
case BubbleArrowSide::kLeft:
points[0] = {bounds_f.right(), bounds_f.bottom() - 1};
points[1] = {bounds_f.x(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius};
points[2] = {bounds_f.x(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius - 1};
points[3] = {bounds_f.right(), bounds_f.y()};
break;
case BubbleArrowSide::kTop:
points[0] = {bounds_f.x(), bounds_f.bottom()};
points[1] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius - 1,
bounds_f.y()};
points[2] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius,
bounds_f.y()};
points[3] = {bounds_f.right() - 1, bounds_f.bottom()};
break;
case BubbleArrowSide::kBottom:
points[0] = {bounds_f.right() - 1, bounds_f.y()};
points[1] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius,
bounds_f.bottom()};
points[2] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius - 1,
bounds_f.bottom()};
points[3] = {bounds_f.x(), bounds_f.y()};
break;
}
return SkPath::Polygon(points, part == BubbleArrowPart::kFill);
}
const gfx::ShadowValues& GetShadowValues(
const ui::ColorProvider* color_provider,
const std::optional<int>& elevation,
BubbleBorder::Shadow shadow_type) {
// If the color provider does not exist the shadow values are being created in
// order to calculate Insets. In that case the color plays no role so always
// set those colors to gfx::kPlaceholderColor.
SkColor color = color_provider
? color_provider->GetColor(ui::kColorShadowBase)
: gfx::kPlaceholderColor;
// The shadows are always the same for any elevation and color combination, so
// construct them once and cache.
static base::NoDestructor<std::map<ShadowCacheKey, gfx::ShadowValues>>
shadow_map;
ShadowCacheKey key(elevation.value_or(-1), color, shadow_type);
if (shadow_map->find(key) != shadow_map->end()) {
return shadow_map->find(key)->second;
}
gfx::ShadowValues shadows;
if (elevation.has_value()) {
DCHECK_GE(elevation.value(), 0);
auto shadow_colors_map =
ShadowElevationToColorsMap(shadow_type, color_provider);
const auto iter = shadow_colors_map.find(elevation.value());
const auto key_ambient_colors = (iter != shadow_colors_map.end())
? iter->second
: shadow_colors_map[kDefaultShadowType];
switch (shadow_type) {
case BubbleBorder::Shadow::STANDARD_SHADOW:
shadows = gfx::ShadowValue::MakeShadowValues(elevation.value(),
key_ambient_colors.first,
key_ambient_colors.second);
break;
#if BUILDFLAG(IS_CHROMEOS)
case BubbleBorder::CHROMEOS_SYSTEM_UI_SHADOW:
if (key_ambient_colors.first == key_ambient_colors.second) {
shadows = gfx::ShadowValue::MakeChromeOSSystemUIShadowValues(
elevation.value(), key_ambient_colors.first);
} else {
shadows = gfx::ShadowValue::MakeChromeOSSystemUIShadowValues(
elevation.value(), key_ambient_colors.first,
key_ambient_colors.second);
}
break;
#endif
default:
NOTREACHED() << "Invalid bubble border shadow type";
}
} else {
constexpr gfx::Vector2d kOffset(0, 2);
constexpr int kSmallShadowBlur = 4;
const SkColor small_shadow_color =
color_provider
? color_provider->GetColor(ui::kColorBubbleBorderShadowSmall)
: gfx::kPlaceholderColor;
const SkColor large_shadow_color =
color_provider
? color_provider->GetColor(ui::kColorBubbleBorderShadowLarge)
: gfx::kPlaceholderColor;
// gfx::ShadowValue counts blur pixels both inside and outside the shape,
// whereas these blur values only describe the outside portion, hence they
// must be doubled.
shadows = gfx::ShadowValues({
{kOffset, 2 * kSmallShadowBlur, small_shadow_color},
{kOffset, 2 * BubbleBorder::kShadowBlur, large_shadow_color},
});
}
shadow_map->insert({key, shadows});
return shadow_map->find(key)->second;
}
bool ShouldDrawStrokeForArgs(const std::optional<bool>& draw_border_stroke,
const std::optional<int>& elevation,
BubbleBorder::Shadow shadow_type) {
return draw_border_stroke.value_or(!elevation.has_value() &&
shadow_type != BubbleBorder::NO_SHADOW);
}
const cc::PaintFlags& GetBorderAndShadowFlags(
const ui::ColorProvider* color_provider,
const std::optional<int>& elevation,
BubbleBorder::Shadow shadow_type) {
// The flags are always the same for any elevation and color combination, so
// construct them once and cache.
static base::NoDestructor<std::map<ShadowCacheKey, cc::PaintFlags>> flag_map;
ShadowCacheKey key(elevation.value_or(-1),
color_provider->GetColor(ui::kColorShadowBase),
shadow_type);
if (flag_map->find(key) != flag_map->end()) {
return flag_map->find(key)->second;
}
cc::PaintFlags flags;
flags.setColor(color_provider->GetColor(ui::kColorBubbleBorder));
flags.setAntiAlias(true);
flags.setLooper(gfx::CreateShadowDrawLooper(
GetShadowValues(color_provider, elevation, shadow_type)));
flag_map->insert({key, flags});
return flag_map->find(key)->second;
}
template <typename T>
void DrawBorderAndShadowImpl(
T rect,
void (cc::PaintCanvas::*draw)(const T&, const cc::PaintFlags&),
gfx::Canvas* canvas,
const ui::ColorProvider* color_provider,
bool draw_stroke = true,
const std::optional<int>& elevation = std::nullopt,
BubbleBorder::Shadow shadow_type = BubbleBorder::STANDARD_SHADOW) {
if (draw_stroke) {
// Provide a 1 px border outside the bounds.
constexpr int kBorderStrokeThicknessPx = 1;
const SkScalar one_pixel =
SkFloatToScalar(kBorderStrokeThicknessPx / canvas->image_scale());
rect.outset(one_pixel, one_pixel);
}
(canvas->sk_canvas()->*draw)(
rect, GetBorderAndShadowFlags(color_provider, elevation, shadow_type));
}
// Shadow is set to NO_SHADOW if compositing is not supported. This checks for
// NO_SHADOW in cases where it would have to be explicitly set.
bool IsExplicitNoShadow(BubbleBorder::Shadow shadow) {
if (shadow == BubbleBorder::NO_SHADOW) {
return Widget::IsWindowCompositingSupported();
}
return false;
}
} // namespace
BubbleBorder::BubbleBorder(Arrow arrow, Shadow shadow)
: arrow_(arrow), shadow_(shadow) {
DCHECK_LT(shadow_, SHADOW_COUNT);
SetColor(ui::kColorDialogBackground);
}
BubbleBorder::~BubbleBorder() = default;
// static
gfx::Insets BubbleBorder::GetBorderAndShadowInsets(
const std::optional<int>& elevation,
const std::optional<bool>& draw_border_stroke,
BubbleBorder::Shadow shadow_type) {
return gfx::Insets(
ShouldDrawStrokeForArgs(draw_border_stroke, elevation, shadow_type)
? kBorderThicknessDip
: 0) -
gfx::ShadowValue::GetMargin(
GetShadowValues(nullptr, elevation, shadow_type));
}
gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& anchor_rect,
const gfx::Size& contents_size) const {
const gfx::Size size(GetSizeForContentsSize(contents_size));
// In floating mode, the bounds of the bubble border and the |anchor_rect|
// have coinciding central points.
if (arrow_ == FLOAT) {
gfx::Rect rect(anchor_rect.CenterPoint(), size);
rect.Offset(gfx::Vector2d(-size.width() / 2, -size.height() / 2));
return rect;
}
// If no arrow is used, in the vertical direction, the bubble is placed below
// the |anchor_rect| while they have coinciding horizontal centers.
if (arrow_ == NONE) {
gfx::Rect rect(anchor_rect.bottom_center(), size);
rect.Offset(gfx::Vector2d(-size.width() / 2, 0));
return rect;
}
// In all other cases, the used arrow determines the placement of the bubble
// with respect to the |anchor_rect|.
gfx::Rect contents_bounds(contents_size);
// Always apply the border part of the inset before calculating coordinates,
// that ensures the bubble's border is aligned with the anchor's border.
// For the purposes of positioning, the border is rounded up to a dip, which
// may cause misalignment in scale factors greater than 1.
// TODO(estade): when it becomes possible to provide px bounds instead of
// dip bounds, fix this.
const gfx::Insets border_insets(ShouldDrawStroke() ? kBorderThicknessDip : 0);
const gfx::Insets insets = GetInsets();
const gfx::Insets shadow_insets = insets - border_insets;
// TODO(dfried): Collapse border into visible arrow where applicable.
contents_bounds.Inset(-border_insets);
DCHECK(!avoid_shadow_overlap_ || !visible_arrow_);
// If |avoid_shadow_overlap_| is true, the shadow part of the inset is also
// applied now, to ensure that the shadow itself doesn't overlap the anchor.
if (avoid_shadow_overlap_) {
contents_bounds.Inset(-shadow_insets);
}
// Adjust the contents to align with the arrow. The `anchor_point` is the
// point on `anchor_rect` to offset from; it is also used as part of the
// visible arrow calculation if present.
gfx::Point anchor_point =
GetArrowAnchorPointFromAnchorRect(arrow_, anchor_rect);
contents_bounds += GetContentBoundsOffsetToArrowAnchorPoint(
contents_bounds, arrow_, anchor_point);
// With NO_SHADOW, there should be further insets, but the same logic is
// used to position the bubble origin according to |anchor_rect|.
DCHECK(!IsExplicitNoShadow(shadow_) || insets_.has_value() ||
shadow_insets.IsEmpty() || visible_arrow_);
if (!avoid_shadow_overlap_) {
contents_bounds.Inset(-shadow_insets);
}
// |arrow_offset_| is used to adjust bubbles that would normally be
// partially offscreen.
if (is_arrow_on_horizontal(arrow_)) {
contents_bounds += gfx::Vector2d(-arrow_offset_, 0);
} else {
contents_bounds += gfx::Vector2d(0, -arrow_offset_);
}
// If no visible arrow is shown, return the content bounds.
if (!visible_arrow_) {
return contents_bounds;
}
// Finally, get the needed movement vector of |contents_bounds| to create the
// space needed to place the visible arrow. adjustments because we don't want
// the positioning to be altered. Offset by the size of the arrow's inset on
// each side (only one side will be nonzero) to create space for the visible
// arrow.
contents_bounds +=
GetContentsBoundsOffsetToPlaceVisibleArrow(arrow_, /*include_gap=*/true);
// We have an anchor point which is appropriate for the arrow type, but
// when anchoring to a small view it looks better to track from the middle
// of the view rather than a corner. We may still adjust this point if
// it's too close to the edge of the bubble (in this case by adjusting the
// bubble by a few pixels rather than the anchor point).
const gfx::Point anchor_center = anchor_rect.CenterPoint();
const gfx::Point contents_center = contents_bounds.CenterPoint();
if (IsVerticalArrow(arrow_)) {
const int right_bound =
contents_bounds.right() -
(kVisibleArrowBuffer + kVisibleArrowRadius + shadow_insets.right());
const int left_bound = contents_bounds.x() + kVisibleArrowBuffer +
kVisibleArrowRadius + shadow_insets.left();
if (anchor_point.x() > anchor_center.x() &&
anchor_center.x() > contents_center.x()) {
anchor_point.set_x(anchor_center.x());
} else if (anchor_point.x() > right_bound) {
anchor_point.set_x(std::max(anchor_rect.x(), right_bound));
} else if (anchor_point.x() < anchor_center.x() &&
anchor_center.x() < contents_center.x()) {
anchor_point.set_x(anchor_center.x());
} else if (anchor_point.x() < left_bound) {
anchor_point.set_x(std::min(anchor_rect.right(), left_bound));
}
if (anchor_point.x() < left_bound) {
contents_bounds -= gfx::Vector2d(left_bound - anchor_point.x(), 0);
} else if (anchor_point.x() > right_bound) {
contents_bounds += gfx::Vector2d(anchor_point.x() - right_bound, 0);
}
} else {
const int bottom_bound =
contents_bounds.bottom() -
(kVisibleArrowBuffer + kVisibleArrowRadius + shadow_insets.bottom());
const int top_bound = contents_bounds.y() + kVisibleArrowBuffer +
kVisibleArrowRadius + shadow_insets.top();
if (anchor_point.y() > anchor_center.y() &&
anchor_center.y() > contents_center.y()) {
anchor_point.set_y(anchor_center.y());
} else if (anchor_point.y() > bottom_bound) {
anchor_point.set_y(std::max(anchor_rect.y(), bottom_bound));
} else if (anchor_point.y() < anchor_center.y() &&
anchor_center.y() < contents_center.y()) {
anchor_point.set_y(anchor_center.y());
} else if (anchor_point.y() < top_bound) {
anchor_point.set_y(std::min(anchor_rect.bottom(), top_bound));
}
if (anchor_point.y() < top_bound) {
contents_bounds -= gfx::Vector2d(0, top_bound - anchor_point.y());
} else if (anchor_point.y() > bottom_bound) {
contents_bounds += gfx::Vector2d(0, anchor_point.y() - bottom_bound);
}
}
CalculateVisibleArrowRect(contents_bounds, anchor_point);
return contents_bounds;
}
// static
gfx::Vector2d BubbleBorder::GetContentsBoundsOffsetToPlaceVisibleArrow(
BubbleBorder::Arrow arrow,
bool include_gap) {
DCHECK(has_arrow(arrow));
const gfx::Insets visible_arrow_insets =
GetVisibleArrowInsets(arrow, include_gap);
return gfx::Vector2d(
visible_arrow_insets.left() - visible_arrow_insets.right(),
visible_arrow_insets.top() - visible_arrow_insets.bottom());
}
void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) {
if (shadow_ == NO_SHADOW) {
PaintNoShadow(view, canvas);
return;
}
gfx::ScopedCanvas scoped(canvas);
SkRRect r_rect = GetClientRect(view);
canvas->sk_canvas()->clipRRect(r_rect, SkClipOp::kDifference,
true /*doAntiAlias*/);
DrawBorderAndShadowImpl(r_rect, &cc::PaintCanvas::drawRRect, canvas,
view.GetColorProvider(), ShouldDrawStroke(),
md_shadow_elevation_, shadow_);
if (visible_arrow_) {
PaintVisibleArrow(view, canvas);
}
}
// static
void BubbleBorder::DrawBorderAndShadow(
SkRect rect,
gfx::Canvas* canvas,
const ui::ColorProvider* color_provider) {
DrawBorderAndShadowImpl(rect, &cc::PaintCanvas::drawRect, canvas,
color_provider);
}
gfx::Insets BubbleBorder::GetInsets() const {
// Visible arrow is not compatible with OS-drawn shadow or with manual insets.
DCHECK((!insets_ && !IsExplicitNoShadow(shadow_)) || !visible_arrow_);
if (insets_.has_value()) {
return insets_.value();
}
gfx::Insets insets;
switch (shadow_) {
case STANDARD_SHADOW:
#if BUILDFLAG(IS_CHROMEOS)
case CHROMEOS_SYSTEM_UI_SHADOW:
#endif
insets = GetBorderAndShadowInsets(md_shadow_elevation_,
draw_border_stroke_, shadow_);
break;
default:
break;
}
if (visible_arrow_) {
const gfx::Insets arrow_insets = GetVisibleArrowInsets(arrow_, false);
insets = gfx::Insets::TLBR(std::max(insets.top(), arrow_insets.top()),
std::max(insets.left(), arrow_insets.left()),
std::max(insets.bottom(), arrow_insets.bottom()),
std::max(insets.right(), arrow_insets.right()));
}
return insets;
}
gfx::Size BubbleBorder::GetMinimumSize() const {
return GetSizeForContentsSize(gfx::Size());
}
void BubbleBorder::OnViewThemeChanged(View* view) {
view->SchedulePaint();
}
gfx::Size BubbleBorder::GetSizeForContentsSize(
const gfx::Size& contents_size) const {
// Enlarge the contents size by the thickness of the border images.
gfx::Size size(contents_size);
const gfx::Insets insets = GetInsets();
size.Enlarge(insets.width(), insets.height());
return size;
}
bool BubbleBorder::AddArrowToBubbleCornerAndPointTowardsAnchor(
const gfx::Rect& anchor_rect,
gfx::Rect& popup_bounds,
int popup_min_y) {
// This function should only be called for a visible arrow.
DCHECK(arrow_ != Arrow::NONE && arrow_ != Arrow::FLOAT);
CHECK_GE(popup_bounds.y(), popup_min_y);
// The total size of the arrow in its normal direction.
const int kVisibleArrowDiamater = 2 * kVisibleArrowRadius;
// To store the resulting x and y position of the arrow.
int x_position, y_position;
// The definition of an vertical arrow is inconsistent.
if (IsVerticalArrow(arrow_)) {
// The optimal x position depends on the |arrow_|.
// For a center-aligned arrow, the optimal position of the arrow points
// towards the center of the element. If the arrow is right-aligned, it
// points towards the right edge of the element, and to the left otherwise.
int x_optimal_position =
(int{arrow_} & ArrowMask::CENTER)
? anchor_rect.CenterPoint().x() - kVisibleArrowRadius
: ((int{arrow_} & ArrowMask::RIGHT)
? anchor_rect.right() - kVisibleArrowDiamater
: anchor_rect.x());
// The most left position for the arrow is the left edge of the bubble
// plus the minimum spacing of the arrow from the edge.
int leftmost_position_on_bubble = popup_bounds.x() + kVisibleArrowBuffer;
// Analogous, the most right position is the right side minus the diameter
// of the arrow and the spacing of the arrow from the edge.
int rightmost_position_on_bubble =
popup_bounds.right() - kVisibleArrowDiamater - kVisibleArrowBuffer;
// If the right-most position is smaller than the left-most position, the
// bubble's width is not sufficient to add an arrow.
if (leftmost_position_on_bubble > rightmost_position_on_bubble) {
// Make the arrow invisible because there is not enough space to show it.
set_visible_arrow(false);
return false;
}
// Make sure the x position is limited to the range defined by the bubble.
x_position = std::clamp(x_optimal_position, leftmost_position_on_bubble,
rightmost_position_on_bubble);
// Calculate the y position of the arrow to be either on top of below the
// bubble.
y_position = (int{arrow_} & ArrowMask::BOTTOM)
? popup_bounds.bottom()
: popup_bounds.y() - kVisibleArrowLength;
} else {
// Adjust y position of the popup to keep the arrow pointing exactly in
// the middle of the anchor element, still respecting
// the |kVisibleArrowBuffer| restrictions.
int popup_y_upper_bound = anchor_rect.CenterPoint().y() -
(kVisibleArrowRadius + kVisibleArrowBuffer);
int popup_y_lower_bound = anchor_rect.CenterPoint().y() +
(kVisibleArrowRadius + kVisibleArrowBuffer) -
popup_bounds.height();
// The popup height is not enough to accommodate the arrow.
if (popup_y_upper_bound < popup_y_lower_bound) {
set_visible_arrow(false);
return false;
}
int popup_y_adjusted =
std::clamp(popup_bounds.y(), popup_y_lower_bound, popup_y_upper_bound);
popup_bounds.set_y(popup_y_adjusted);
// For an horizontal arrow, the x position is either the left or the right
// edge of the bubble, taking the length of the arrow into account.
x_position = (int{arrow_} & ArrowMask::RIGHT)
? popup_bounds.right()
: popup_bounds.x() - kVisibleArrowLength;
// Calculate the top- and bottom-most position for the bubble.
int topmost_position_on_bubble = popup_bounds.y() + kVisibleArrowBuffer;
int bottommost_position_on_bubble =
popup_bounds.bottom() - kVisibleArrowDiamater - kVisibleArrowBuffer;
// If the top-most position is below the bottom-most position, the bubble
// has not enough height to place an arrow.
if (topmost_position_on_bubble > bottommost_position_on_bubble) {
// Make the arrow invisible because there is not enough space to show it.
set_visible_arrow(false);
return false;
}
// Align the arrow with the horizontal center of the element.
// Here, there is no differentiation between the different positions of a
// left or right aligned arrow.
y_position =
std::clamp(anchor_rect.CenterPoint().y() - kVisibleArrowRadius,
topmost_position_on_bubble, bottommost_position_on_bubble);
}
visible_arrow_rect_.set_size(GetVisibleArrowSize(arrow_));
visible_arrow_rect_.set_origin({x_position, y_position});
// The arrow is positioned around the popup, but the popup is still in its
// original position and the arrow may overlap the anchor element. To make
// the whole tandem visually pointing to the anchor it must be shifted
// in the opposite direction.
gfx::Vector2d popup_offset =
GetContentsBoundsOffsetToPlaceVisibleArrow(arrow_, false);
popup_bounds.set_origin(popup_bounds.origin() + popup_offset);
visible_arrow_rect_.set_origin(visible_arrow_rect_.origin() + popup_offset);
// Adjust positions if the shifted popup violates the min y restrictions.
int min_y_overlay = popup_min_y - popup_bounds.y();
if (min_y_overlay > 0) {
// gfx::Vector2d min_y_offset{0, min_y_overlay};
popup_bounds.Offset(0, min_y_overlay);
visible_arrow_rect_.Offset(0, min_y_overlay);
}
set_visible_arrow(true);
return true;
}
void BubbleBorder::CalculateVisibleArrowRect(
const gfx::Rect& contents_bounds,
const gfx::Point& anchor_point) const {
const gfx::Insets insets = GetInsets();
gfx::Point new_origin;
switch (GetBubbleArrowSide(arrow_)) {
case BubbleArrowSide::kTop:
new_origin =
gfx::Point(anchor_point.x() - kVisibleArrowRadius + 1,
contents_bounds.y() + insets.top() - kVisibleArrowLength);
break;
case BubbleArrowSide::kBottom:
new_origin = gfx::Point(anchor_point.x() - kVisibleArrowRadius + 1,
contents_bounds.bottom() - insets.bottom());
break;
case BubbleArrowSide::kRight:
new_origin = gfx::Point(contents_bounds.right() - insets.right(),
anchor_point.y() - kVisibleArrowRadius + 1);
break;
case BubbleArrowSide::kLeft:
new_origin =
gfx::Point(contents_bounds.x() + insets.left() - kVisibleArrowLength,
anchor_point.y() - kVisibleArrowRadius + 1);
break;
}
visible_arrow_rect_.set_origin(new_origin);
visible_arrow_rect_.set_size(GetVisibleArrowSize(arrow_));
}
SkRRect BubbleBorder::GetClientRect(const View& view) const {
gfx::RectF bounds(view.GetLocalBounds());
bounds.Inset(gfx::InsetsF(GetInsets()));
return SkRRect(gfx::RRectF(bounds, rounded_corners_));
}
bool BubbleBorder::ShouldDrawStroke() const {
return ShouldDrawStrokeForArgs(draw_border_stroke_, md_shadow_elevation_,
shadow_);
}
void BubbleBorder::PaintNoShadow(const View& view, gfx::Canvas* canvas) {
gfx::ScopedCanvas scoped(canvas);
canvas->sk_canvas()->clipRRect(GetClientRect(view), SkClipOp::kDifference,
true /*doAntiAlias*/);
canvas->sk_canvas()->drawColor(SkColors::kTransparent, SkBlendMode::kSrc);
}
void BubbleBorder::PaintVisibleArrow(const View& view, gfx::Canvas* canvas) {
gfx::Point arrow_origin = visible_arrow_rect_.origin();
View::ConvertPointFromScreen(&view, &arrow_origin);
const gfx::Rect arrow_bounds(arrow_origin, visible_arrow_rect_.size());
// Clip the canvas to a box that's big enough to hold the shadow in every
// dimension but won't overlap the bubble itself.
gfx::ScopedCanvas scoped(canvas);
gfx::Rect clip_rect = arrow_bounds;
const BubbleArrowSide side = GetBubbleArrowSide(arrow_);
clip_rect.Inset(gfx::Insets::TLBR(side == BubbleArrowSide::kBottom ? 0 : -2,
side == BubbleArrowSide::kRight ? 0 : -2,
side == BubbleArrowSide::kTop ? 0 : -2,
side == BubbleArrowSide::kLeft ? 0 : -2));
canvas->ClipRect(clip_rect);
// Unlike the flags for drawing the border, these are not cached because
// arrows are currently rare. Should this change over time, we might want to
// cache these flags, too.
cc::PaintFlags flags;
flags.setStrokeCap(cc::PaintFlags::kRound_Cap);
if (ShouldDrawStroke()) {
flags.setColor(view.GetColorProvider()->GetColor(ui::kColorBubbleBorder));
flags.setStyle(cc::PaintFlags::kStroke_Style);
flags.setStrokeWidth(1.2);
flags.setAntiAlias(true);
flags.setLooper(gfx::CreateShadowDrawLooper(GetShadowValues(
view.GetColorProvider(), md_shadow_elevation_, shadow_)));
canvas->DrawPath(
GetVisibleArrowPath(arrow_, arrow_bounds, BubbleArrowPart::kBorder),
flags);
}
flags.setColor(color().ResolveToSkColor(view.GetColorProvider()));
flags.setStyle(cc::PaintFlags::kFill_Style);
flags.setStrokeWidth(1.0);
flags.setAntiAlias(true);
flags.setLooper(gfx::CreateShadowDrawLooper(
GetShadowValues(view.GetColorProvider(), md_shadow_elevation_, shadow_)));
canvas->DrawPath(
GetVisibleArrowPath(arrow_, arrow_bounds, BubbleArrowPart::kFill), flags);
}
void BubbleBackground::Paint(gfx::Canvas* canvas, views::View* view) const {
// Fill the contents with a round-rect region to match the border images.
cc::PaintFlags flags;
flags.setAntiAlias(true);
flags.setStyle(cc::PaintFlags::kFill_Style);
flags.setColor(border_->color().ResolveToSkColor(view->GetColorProvider()));
gfx::RectF bounds(view->GetLocalBounds());
bounds.Inset(gfx::InsetsF(border_->GetInsets()));
canvas->sk_canvas()->drawRRect(
SkRRect(gfx::RRectF(bounds, border_->rounded_corners())), flags);
}
} // namespace views
DEFINE_ENUM_CONVERTERS(
views::BubbleBorder::Arrow,
{views::BubbleBorder::Arrow::TOP_LEFT, u"TOP_LEFT"},
{views::BubbleBorder::Arrow::TOP_RIGHT, u"TOP_RIGHT"},
{views::BubbleBorder::Arrow::BOTTOM_LEFT, u"BOTTOM_LEFT"},
{views::BubbleBorder::Arrow::BOTTOM_RIGHT, u"BOTTOM_RIGHT"},
{views::BubbleBorder::Arrow::LEFT_TOP, u"LEFT_TOP"},
{views::BubbleBorder::Arrow::RIGHT_TOP, u"RIGHT_TOP"},
{views::BubbleBorder::Arrow::LEFT_BOTTOM, u"LEFT_BOTTOM"},
{views::BubbleBorder::Arrow::RIGHT_BOTTOM, u"RIGHT_BOTTOM"},
{views::BubbleBorder::Arrow::TOP_CENTER, u"TOP_CENTER"},
{views::BubbleBorder::Arrow::BOTTOM_CENTER, u"BOTTOM_CENTER"},
{views::BubbleBorder::Arrow::LEFT_CENTER, u"LEFT_CENTER"},
{views::BubbleBorder::Arrow::RIGHT_CENTER, u"RIGHT_CENTER"},
{views::BubbleBorder::Arrow::NONE, u"NONE"},
{views::BubbleBorder::Arrow::FLOAT, u"FLOAT"})